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Shan

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Appearance

Shan is a tall and slim man with shaggy black hair and brown eyes. He wears a long black coat and black gloves, which conceals an intricate eye tattoo on the palm of each of his hands. Under the coat, he usually wears a dull-gray tunic and pants with black knee-high boots. 

History

Born in a Fire Nation coastal village, Shan's mother died from illness when he was young and his father was killed in a factory accident a few years later. As a result, he went to live with his grandfather on the outskirts of Republic City. Shan worked on the farm. It was there he first learned he had the ability to firebend, and his grandfather taught him how to wield the power. The boy didn't didn't go to school, but he wasn't dimwitted. His childhood friend, Kosa, taught him to read, which would open up new opprotunties for him later in life. After his grandfather passed away, the government seized his land, forcing the young adult to move to Republic City for new opportunities, partially at the behest of Kosa.

For the rest of his teen years, Shan worked for a noodle shop, and lived in a rundown apartment. However, after his friend, Kosa, disappeared, he joined up with the police force, heeding her advice to make a better life for himself. Not only that, but he legitimately felt he could make a difference by joining the force, both in the life of normal citizens and in the investigation of Kosa's disappearance. It was there, however, that Shan learned firsthand the corruption in the Republic City police force and the government. From the start, the investigation of Kosa's disappearance had been low priority, mostly because her family had been a working class family from the industrial district, where people tended to disappear often. Eventually, the police and Kosa's family gave up the search, but Shan continued to pursue it, even going as far as going vigilante. Shan eventually discovered the girl had been kidnapped by the Crimson Triad. Emotionally, she was destroyed and mentally she was unstable. The girl never recovered from her experience. Shan blamed himself for what happened, believing he could have prevented it. 

As you can imagine, the experience had a heavy toll on Shan. He grew bitter and cynical. That's when he began to really notice the corruption of the police force for the first time. Officers were paid to look the other way by organizations like the Crimson Triad. Even public officials were bought and paid for by a different kind of criminal syndicate--the corporations which lorded over the industrial sectors. 

With his only friend gone and no family, there was only one person Shan cared for now; himself. It wasn't long before he started accepting bribes. The bribes evolved into dirty money. When a group of officers were reprimanded for suspicion of unsavory activities, Shan was the patsy, and was dismissed on corruption. Whatever faith Shan had in the RCPD was gone now. And now he was unleashed on the streets. The law had failed him. He was tired of having everything taken from him. It was now time for him to take something for a change...

Personality

Shan is in it for one person: himself. Although initially a kind-hearted fellow, he has become apathetic to the feelings of others and cynical towards society. To those he considers friends, however, he can be somewhat friendly, even if he comes across as grumpy. Befitting to his cynical attitude, he had a rather witty sense of sarcasm to go along with it. He can be very fiery and is quick to get annoyed. However, he is overall has a no-nonsense attitude and very serious when it comes to professional matters. 

Powers

Fire Infantry
Initial Powers
  • Fire Arcs

The user's punches and kicks will automatically create small arcs of fire from them as they strike that spills forward in the direction of the attack.

  • Fireball

The user is able to shoot small blasts of fire in rapid succession toward something.

  • Fire Whip

The user is able to create a belt of flames which they can use to strike and burn with.

  • Heat Control (Passive)

The user is able to increase the heat of the air, objects and liquids.

  • Fire Blocking (Passive)

The user is able to, if timed correctly, break away or deflect other fire attacks.

Basic Powers

(Note: Once a power is chosen, it cannot be changed.)

  • Fire Stream

The user is able to create a large semi-dense stream of fire in a given direction from a physical attack that can strike and even topple something hit by it. (Achieved after 1 week)

  • Jet Propulsion (Passive)

The user is able to create intense bursts of flames from their hands and feet which can be used to propel them through the air for a short time. (Achieved after 2 weeks)


Ember Sentinel
(Achieved after 1 month)
Initial Powers
  • Fire Bomb

The user sends forth a massive fireball which explodes into a torrent of flames upon contact. The user must take time to build up this attack and is vulnerable while doing so.

  • Immolation

The user is able to immolate something in a thin film of concentrated flames. Due to the concentration, the flames are highly resistant to being extinguished but also cannot be bent away from where they are once they are applied unless they are removed entirely.

  • Wall of Flames (Exclusive to Ember Sentinel)

The user is able to envelope an area in a massive wall of dense flames in order to block attacks or obstruct a path. The user is unable to move while controlling these flames, however, they can redirect this wall willingly while controlling it.

  • Flame Blast (Exclusive to Ember Sentinel)

The user can project a wide flame attack around them which can knock nearby enemies over.

Advanced Powers

(Note: Once a power is chosen, it cannot be changed. Also, Master level powers can only be achieved after 7 months and require 2 open power slots.)

  • Heat Resistance (Passive)

The user gains a partial resistance to normal flames from other people (excluding Enhanced Fire, Fire Breath and Wall of Flames) and natural sources as well as a near complete immunity to their own flames.  (Achieved after 2 months)

  • Combustion (Passive; requires 2 open slots)

The user is able to send a burst of thermal energy in a general direction. At any point during its motion, the user may ignite it via the trail left behind in its wake. If it is not ignited, nothing will happen, therefor the user may disengage the use of this power at any time. This power requires a high level of focus while using it and forces the user to remain standing until detonation occurs. It is also possible for someone else to ignite the thermal energy trail left in the wake and send it rippling back toward the user. NOTE: This power is illegal to use. (Achieved after 7 months)

Roleplays

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